It was another fantastic GMing job by Harley. If he is GMing you owe it to yourself to play in his game. He also seems to attract good roleplayers. Everyone at the table was fantastic. I hope that "The DCC Expendables" have many more adventures together.

I will try not to give too many spoilers in case the adventure ends up being published.

This one was a rather wet adventure to begin with, but quickly went from wet to cold. My Halfling, Milo Fogbottom, did not particularly enjoy the wet, stormy weather. He also didn't like having to save the wizard from drowning in the surf. Actually the cold bothered him too. I guess that one can't always adventure somewhere warm and tropical.

The falling ice toads, and the eventual flying pieces of ice toads were no fun either. They weren't too hard to kill though. The charred pieces of ice toad were fun.

Good times.

I really enjoyed playing the Halfling. It was my first experience with the DCC version. I got quite a bit of mileage out of the two-weapon fighting rules for the class. I love the d16+d16 rule for attacks. It is great to be able to crit on a 16 and only to fumble when both dice roll 1. On one roll I rolled a 1 and a 16. No fumble! Yay! I still got to crit the toad I was attacking. I wasn't as effective as the fighter, but I did my fair share of damage in combat. I didn't try out the Luck rules for the class, but they sound like fun also. Halflings add their Luck modifier to all Saves. When they burn Luck to improve a roll they get 2 points instead of the normal 1. They can also burn their Luck to improve the rolls of others. (I assume this means they can add 2 points to that player's roll as if the player were enhancing the his own roll.) Oh, and they are stealthy. So, the class is somewhere between thief and fighter with a ton of Luck thrown in for good measure.

As for the other classes, we had: a wizard, a thief (R.I.P.), a dwarf, a fighter, and 2 clerics of Justicia (the "Sister Nuns" were cool, if a bit scary).

The wizard got off a couple of decent spells, but most of the time he couldn't cast to save his own life. No pun intended. The clerics did a bit better, but all those ones on the heal checks were very sad to see. In fact there were quite a number of fumbles around the table today. I guess it was just a low rolling sort of day.

I am looking forward to the next session. I really hope everyone can make it next Saturday.

Don't forget we also lost the wizard to the white salamander. Everyone's first session of DCC should end in death.

My only regret was that we didn't have another couple hours. The toads were indeed fun, especially the one exploded from within (best use of enlarge to date). The Sister Nuns were awesome; fear female gamers working in tandem.

I love that a new player was able to pick up on the spellcasting mechanic. While we never hit a corruption, he seemed to grok the process pretty quickly.

Don't forget we also lost the wizard to the white salamander. Everyone's first session of DCC should end in death.

My only regret was that we didn't have another couple hours. The toads were indeed fun, especially the one exploded from within (best use of enlarge to date). The Sister Nuns were awesome; fear female gamers working in tandem.

I love that a new player was able to pick up on the spellcasting mechanic. While we never hit a corruption, he seemed to grok the process pretty quickly.

//H

Doh! How did I forget about that?

I must have been too excited about not losing a character for once that I forgot about his death.

You know it’s a successful day as a gamer when your GM looks at you and says, “Have I told you today that I hate you?”

It was a fantastic session. I wish we could have gone longer myself, but alas, our plans couldn’t be changed.

I really enjoyed trying out the spellcasting mechanic. Considering how I was rolling, I was really glad I didn’t lose my spells when I failed! That bonus reduction for failure really does cause a deepening sense of panic as more and more boxes get checked off.

I really enjoyed not taking a frontline role — I didn’t intend that when I built the character. It was fun trying to find ways to use my abilities in creative ways. I have to say I am just a teeny bit disappointed that I didn’t get a chance to use Word of Command: Doff.

General DCC note: Should you be lucky enough to have two clerics in your party, it may be a good idea to arrange for them to be different alignments so that no one is more than a step away from one of them. That prevents moments like the one when I successfully managed to heal exactly one hit point (at least it reduced my failure penalty!). I wouldn’t change the party now, though. The sister nuns are too awesome.

You know it’s a successful day as a gamer when your GM looks at you and says, “Have I told you today that I hate you?”

Hehehehe. But it was said in the most loving tones. It's not my fault you were brilliant.

*KZ* wrote:

I really enjoyed not taking a frontline role — I didn’t intend that when I built the character. It was fun trying to find ways to use my abilities in creative ways. I have to say I am just a teeny bit disappointed that I didn’t get a chance to use Word of Command: Doff.

See, now that would have elicited outright howls of GM-anguish.

*KZ* wrote:

General DCC note: Should you be lucky enough to have two clerics in your party, it may be a good idea to arrange for them to be different alignments so that no one is more than a step away from one of them. That prevents moments like the one when I successfully managed to heal exactly one hit point (at least it reduced my failure penalty!). I wouldn’t change the party now, though. The sister nuns are too awesome.

General DCC note: Should you be lucky enough to have two clerics in your party, it may be a good idea to arrange for them to be different alignments so that no one is more than a step away from one of them.

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own." -- Gary Gygax"Don't ask me what you need to hit. Just roll the die and I will let you know!" -- Dave Arneson

General DCC note: Should you be lucky enough to have two clerics in your party, it may be a good idea to arrange for them to be different alignments so that no one is more than a step away from one of them.

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own." -- Gary Gygax"Don't ask me what you need to hit. Just roll the die and I will let you know!" -- Dave Arneson

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